veloren/common/src/comp/agent.rs

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use crate::{path::Chaser, sync::Uid, comp::Body};
use specs::{Component, Entity as EcsEntity};
use specs_idvs::IdvStorage;
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use vek::*;
#[derive(Copy, Clone, Debug, PartialEq)]
pub enum Alignment {
/// Wild animals and gentle giants
Wild,
/// Dungeon cultists and bandits
Enemy,
/// Friendly folk in villages
Npc,
/// Farm animals and pets of villagers
Tame,
/// Pets you've tamed with a collar
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Owned(Uid),
}
impl Alignment {
// Always attacks
pub fn hostile_towards(self, other: Alignment) -> bool {
match (self, other) {
(Alignment::Enemy, Alignment::Enemy) => false,
(Alignment::Enemy, _) => true,
(_, Alignment::Enemy) => true,
_ => false,
}
}
// Never attacks
pub fn passive_towards(self, other: Alignment) -> bool {
match (self, other) {
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(Alignment::Enemy, Alignment::Enemy) => true,
(Alignment::Owned(a), Alignment::Owned(b)) if a == b => true,
(Alignment::Npc, Alignment::Npc) => true,
(Alignment::Npc, Alignment::Tame) => true,
(Alignment::Tame, Alignment::Npc) => true,
(Alignment::Tame, Alignment::Tame) => true,
_ => false,
}
}
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// TODO: Remove this hack
pub fn is_friendly_to_players(&self) -> bool {
match self {
Alignment::Npc | Alignment::Tame | Alignment::Owned(_) => true,
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_ => false,
}
}
}
impl Component for Alignment {
type Storage = IdvStorage<Self>;
}
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#[derive(Clone, Debug, Default)]
pub struct Psyche {
pub aggro: f32, // 0.0 = always flees, 1.0 = always attacks
}
impl<'a> From<&'a Body> for Psyche {
fn from(body: &'a Body) -> Self {
Self {
aggro: match body {
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Body::Humanoid(_) => 0.5,
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Body::QuadrupedSmall(_) => 0.35,
Body::QuadrupedMedium(_) => 0.5,
Body::QuadrupedLow(_) => 0.65,
Body::BirdMedium(_) => 1.0,
Body::BirdSmall(_) => 0.2,
Body::FishMedium(_) => 0.15,
Body::FishSmall(_) => 0.0,
Body::BipedLarge(_) => 1.0,
Body::Object(_) => 0.0,
Body::Golem(_) => 1.0,
Body::Critter(_) => 0.1,
Body::Dragon(_) => 1.0,
},
}
}
}
#[derive(Clone, Debug, Default)]
pub struct Agent {
pub patrol_origin: Option<Vec3<f32>>,
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pub activity: Activity,
/// Does the agent talk when e.g. hit by the player
// TODO move speech patterns into a Behavior component
pub can_speak: bool,
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pub psyche: Psyche,
}
impl Agent {
pub fn with_patrol_origin(mut self, origin: Vec3<f32>) -> Self {
self.patrol_origin = Some(origin);
self
}
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pub fn new(origin: Vec3<f32>, can_speak: bool, body: &Body) -> Self {
let patrol_origin = Some(origin);
Agent {
patrol_origin,
can_speak,
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psyche: Psyche::from(body),
..Default::default()
}
}
}
impl Component for Agent {
type Storage = IdvStorage<Self>;
}
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#[derive(Clone, Debug)]
pub enum Activity {
Idle(Vec2<f32>),
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Follow {
target: EcsEntity,
chaser: Chaser,
},
Attack {
target: EcsEntity,
chaser: Chaser,
time: f64,
been_close: bool,
powerup: f32,
},
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}
impl Activity {
pub fn is_follow(&self) -> bool {
match self {
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Activity::Follow { .. } => true,
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_ => false,
}
}
pub fn is_attack(&self) -> bool {
match self {
Activity::Attack { .. } => true,
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_ => false,
}
}
}
impl Default for Activity {
fn default() -> Self { Activity::Idle(Vec2::zero()) }
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}